A lot of people seem to think the 24 racers will be some separate mode, but I dont agree. I don't think Nintendo would choose to show off 24 racers in the Switch 2's reveal and relegate it as a fun side mode to the main game. I think its more to say this is Mario Kart now, the Switch 2 can handle literally double the racers of the previous game
Yep, i also thought it was gonna be a mode, kinda like 8-player smash in Smash 4. Though, 24 players might make Mario Kart way more unbalanced, just imagine the amount of items on screen.
I hope they have separate modes (both in single player and online) for 12 and 24 players, as I would be hugely disappointed if Nintendo removed 24 player gameplay completely
And why not making two online racing mode instead of 1 ? One with 24 player and one with 12 players. This could give 2x more content and then it's the new Mario Kart so...
Saw smth on twitter that the thing that people think is a wonder seed is actually a fast food bag with eyes which is fitting since it's by a fast food joint
glad you touched on courses designed with 200cc in mind. that has been a major concern of mine when thinking about a new mariokart game. i feel like these courses being so broken is what makes the mode so fun - its a major diversion from how the courses are typically played, and i hope the mariokart level designers pick up on that.
What you said about the BCP being the "last hurrah" for retro tracks really makes sense now that I've thought about it. After all, MK8D will be playable on Switch 2, so it isn't going anywhere just yet. And since it's been so long since the last original console MK, I think we could get some sort of great reset just like Mario Wonder after the infamous 2D Mario drought. I also have a feeling that MK9 will be a game that's heavily supported post-launch, and likely for many years. Getting a BCP-style DLC pack that brings retro tracks or additional content into the fold would be fantastic, and would also give Nintendo a chance to see how players handle the 24-player meta and how track design can shift from there. I really do think we're seeing a great reset of the Mariokart series, and so there's a lot of uncertainty but also a lot of excitement.
What if the version of Mario Bros. Circuit we saw in the trailer is a special version of the track made for a 24 player mode, and instead of changing layout each lap, the other route at the start of the track is the regular 12 player version?
@@HDRookiecould also be that all races can be played as a 12 player track, but they gain more laps at 24players (like section tracks become 2 laps and 3 laps become 5
All the babies are shown in the trailer...sooo yeah. My best are the entire MK8D roster minus inkling, link, villager, and Isabelle. Plus I wanna say...Nabbit, King Bob-Omb, Hammer Bro (plus alts for Ice, Fire, and Boomerang), and Monty Mole all from Tour. Then maybe add Ninji, and some new characters that few would expect like E.gadd or Pianta
Would be really fun!! I always want to do more podcasts, but getting the timing just always feels so difficult. I will say, being a competitive MK specialist definitely helps when it comes to thinking outside the box when it comes to Mario Kart topics. The general Nintendo people will always have the bigger crowds, but we've gotta hope we can appeal to those who want to dive just a little bit deeper.
If Nintendo really felt like hating their fans, they could include GCN Baby Park as a retro track for this game. And the mere thought of GCN Baby Park in a 24-player Mario Kart is enough to keep me up at night.
I wouldn’t mind if they brought just SOME retro tracks back but only like 8, one from each game and have like 48 new tracks that way it would feel fresh and overtime they could do dlc like before
I think their still going to do the mushroom-lightning cup format plus some new cups, if there was only 8 retros, that be super disappointing and a huge turnoff, 20 retros seems liable
I'm just going to be extremely curious to see what a potential 24 player Mario Kart will be like. And definitely would be interested to see what competitive play would be like
Part of me wishes the 24 racers is a side mode because of the many things you have said in this video, unless Nintendo was planning this years ago and put in a lot of thought into balancing it somehow, no matter how difficult it is. As far as content goes, I'm fine with no retro courses at launch if that were to be the case. I couldn't explain to you how, but it would make potentially seeing some of my old favorites as DLC actually feel special.
Hey, I made that tweet and apparently it's a glowing fast food bag that might be a special item on this specific track. Wonder Effects isn't ruled out yet.
Would it also be possible that battle mode would also be increased to a 24 player cap? I feel like that would almost be an even bigger shakeup than racing with a mode like shine thief or a knockout balloon battle
24 player online lobby on GCN Baby Park with an item set even remotely similar to that of Double Dash or Wii gonna be absolute hell😭💀 I know that probably won’t happen but hear me out here… absolutely crazy.
10:30 well this argument just makes no sense. In 8 Deluxe you could have anywhere between 2 players online and a full room. They won't force you to have 24 players, I'm 100% sure they'll of course allow just 2 like in 8 Deluxe. If players want to organize large matches, that's on them to figure out. But Nintendo isn't forcing it - I believe you also say this a few minutes after that point Personally I think they will soft reboot Mariokart and Smash. They gotta innovate in a new way, because they can't just make the game have more tracks each time, it would take too long to make new games. 24 Players is a really good way to do that.
Well, of course they won't force it. But the main issue is,the game might be designed with 24 players in mind, and if so, lesser sized formats might feel undercooked, in a sense. As long as one way to play works well enough, it should be no problem I imagine. But there will be a sense of nervousness until we actually verify that they pull this new item system off, I believe.
I think what makes this even more interesting to think about is how big will the roster be cause Nintendo isn’t gonna release the game with only 24 characters cause people have had complaints with how the sports game were handled so the question is how many characters will there be at launch my guess is at least 48-56 characters Also talking about how the tracks in this game could accommodate to 200cc the funny thing is that it was shown in the BCP that the tracks were wide enough to actually be playable on 200cc, i definitely think the gimmick is that potentially each lap changes the route you go on and the BCP was a testing ground on that idea
@@barcster2003well everyone but Metal Mario, Pink Gold Peach, Tanooki Mario & Cat Peach since Nintendo has to know how controversial the choices were over fan favorites especially when MK8 first launched and yeah obviously the remaining Tour characters since they were shortlisted in 8DX it gives them the bigger chance to return in MKXR
Im hoping for the 48 track formula. Maybe only 4 of the 12 cups could have retros. But they'd be longer ones and hopefully ones that haven't been remade/remade in a while like GCN Bowser Castle, Rainbow Road,Wario Coliseum. GBA Bowser castle 4 (Tour version), GCN Mushroom City, and Toads Factory. Scaling up and Remastering could lead to some fun ideas with the new Gliding, Water, and Antigravity! If they dont have thise gimmicks its only limiting their creative possibilities tbh
Actually, it's not. Some guy took a closer slowed down look and it seems to be a fast food drivethrough bag. So perhaps one of the gimmick could be just that : instead of having character specific item, have race specific item
Yeah, I think I agree. But the point still remains - I think the impact of more players will still change more than any other new gimmick might be able to bring, TBH.
@HDRookie oh I absolutely agree. I worked on a MK game concept on reddit a long time ago, and of all the things I thought of for a new gimmick, never had I imagine that they would increase the player count (at least, not that much). But now, considering what feels to me like a faster paced gameplay, I wonder if the possibility of a 6 player splitscreen is possible... would be pretty useful
@cutecharacterpower I always thought the next jump would be 16, and that would be pushing things a bit still. So uh... let's see how it works out I guess.
24 racers is easily my favorite gimmick. Especially in the modern day where they won't just have only 24. I think there's a chance we'll get at least all the Mario Universe characters that have been playable before. Potentially even all the Nintendo crossovers as well. Also the necessary size of the tracks should make the retros VERY interesting. As for Mario Bros. Circuit it looks to me like they're on lap 2 mainly because they clearly don't start at the starting line, but also because there's clearly 2 paths with one being blocked off. I think this will be the same style of track as the City Tour tracks.
One benefit for sure is that the character roster will be required to be larger, you'd imagine. That said, they can probably get away with 42-48 or so again. Hopefully it's more though!
Honestly I kinda want them to make Mario circuit retro feeling or something else, I’m tired of road grassland Mario circuits, like we got billions of those already So as bowsers castle I’m tired of the lava castle aesthetic
The Sonic fangame, Dr. Robotnik's Ring Racers, have it so that if one person gets an item box, it temporarily becomes a ring box which you can get rings from. Rings in that game act like coins. I don't think Nintendo will borrow from a random Sonic fangame, but it's a good system imo
I think my biggest questions based off the trailer are track and cc related. Mario Bros Circuit looks really large, which tracks for 24 players and probably means it's scaled better for 200cc, but how is 150cc going to work. Is it going to feel slow? How do you balance 150cc without making them feel slow? Will tracks be too big for 150cc? I like having 150cc and 200cc so having 150cc feel too slow would suck. What about 50cc when you first start if the tracks are so big? Nobody plays older plays 50cc or 100cc but it's something to think about. How about retros. Will they exist? Will they be scaled up? Will they be the same size with 24 players and 200cc. Could they have different versions of each track each scaled a bit differently for 24 vs 12 players. They have had 12 years. Will 12 players even be an option? What about retro choices? Since MK8D had the DLC from 8, it started with 48. I don't expect 96 but can you start with 32 when the standard was 48 for MK8D. On top of that, they brought back previous retros. MK7's Wii retros shouldn't come back again but we've now opened up bringing back retros that have been brought back before, and at this point, you could argue anything not in 8D hasn't been remade now for over a decade. Some tracks still haven't been remade once (N64 Wario Stadium and I think it's 4 Double Dash courses). I like DK Mountain but I'd like to see the 4 not remade yet. And the DLC brought back so many Wii tracks, there's only 5 left I think if you don't want any DLC tracks back so soon, and 2 of them are basic circuits. And that's even before getting into items, which I didn't even think about until watching this video. There are A LOT of questions on how this will work, what could change, and what options they could give us. Then not only balancing items but track sizes to be fun on both 150cc and 200cc without feeling too big for 150cc with 12 players (if that's an option or online you're in a small room) or too small for 200cc with 24 players (don't want it being TOO chaotic). I would prefer 200cc feeling fast than 150cc feeling slow, probably. I can't wait to get more detail, but we'll probably have to wait until April
I am very nervous about a lot of these things. I hope it remains as is now. 150cc feels right- decisions feel calculated and methodical, but it's still fast paced enough. I like 200cc just feeling ridiculous, as opposed to standard, really. I doubt 12p will be unavailable though. You can't force rooms to be full. We can play 2 players right now if we want. Enforcing bots would be an insanely bad decision that I don't expect them to make, personally.
I think Nintendo knows they need to have as much content as possible for mk9, so I wouldn't be suprised if there's different gamemodes, for both 12 and 24 players.
With 24 players LANs are going to be more packed. Everyone will be squished together 💀 I shudder at the thought of what that one LAN in Vegas will look like. I wouldn't mind playing on the floor if it means I get a whole screen for myself, I would loathe to have only a portrait side of a screen.
That is the one thing that can't be compromised on I think, lol. 24 player setups would be absolutely insane though. Total logistical nightmare. But hey, 12 was supposed to be too.
Feel like a Monkey's Paw situation. Fans wished for something big or gimmicky from the start, and then there are all these gameplay-balancing nightmares like items and track effects that have to be dealt with. It is something that can immediately backfire between expectations and reality. Suppose the 24-player is an optional setting, tracks are designed in mind to compensate the changes, which means they would be wider, straighter or simpler. That also throws a wrench of bring back fans favourite retro courses, or making them play really weirdly. More is not always better, yet there's a demand for that and more innovative in order to top the previous one. The characters count get doubled, which requires developers to spend more time on models, animations, stats, icons, etc. The same goes for courses given the booster pass. Either it is unsatisfying for fans not getting something they wanted, or it is the reason why it took 11 years for a new game.
I am a very casual player of Mario Kart, but this idea if balancing items still occurred to me with 24 racers. I was also wondering if the 24 racer concept works for retro courses.
It is hard to say for sure. For all we know, the first track might be an outlier or even a test track... or maybe both smaller and larger tracks might work. Guess we will find out!
my biggest issue with the antigravity is just that sometimes i feel like they didn’t do… enough with it in the retro courses. like imo the Shy Guy Falls’ waterfalls are the most creative implementation of it so far. don’t get me wrong, a lot of them do use it, but some tracks that were kinda meh in 8 had the opportunity to be absolutely insane. baby park? have each of the straightaways be a 180° barrel roll so half the track is upside down and half is right side up. or fold the entire course inward so its just one long vertically standing straightaway. instead they tilted it 25° so they had an excuse to add the anti-grav, which is better than not having it, but why not take full advantage? and on that note, why not make Waluigi Pinball antigrav after the first jump, as it’s largely at a similar angle? the pinball theme is a perfect fit for those anti gravity bumper booster things too, and would definitely add to the fast paced nature of the course. in dk jungle, why’d they just angle the track slightly, when they could’ve extended it by having you drive up onto the wall, perform the same U turn, and pop back down? or with koopa cape, they had the easy opportunity to close that tunnel back up from Tour and make it so you could drive on any surface of the whole thing. even neo bowser city could’ve been genuinely fun if they’d just added some verticality to it, and they had the perfect excuse. not every track has to be absolutely insane, but there’s some baffling choices in here for me lol and i hope they fix this up in 9
It's hard to say. It was definitely undercooked, but many of these retro tracks were designed from Tour and ported, or simply worked already. Would definitely love to see new ideas like with Wild Woods or Big Blue to balance it all out.
maybe they’ll add a new item that steals coins like a boo. You could only get in a lower placement, and only if you had few coins. Or maybe just an item that is more than one coin. I always forget this isn’t already an item
Keep in mind, this wouldn't change the coin economy itself. It's a net zero transaction, if you have to steal them from someone else. I think there is a such thing as too many racers for coins to work. Maybe your idea could disproportionately target 1st place if they add more coins to the track though.
The wide road on the new track almost looks like it will loop back on itself. The tracks could be wider in this game for the extra players, but the track width at the starting line looks similar to previous games.
The "wonder seed" kind of looks like a fast food bag shape when you zoom in a ton. That kind of makes sense, since it is underneath a dinner. I have no idea what that would mean, but I pesonally don't think it is going to be a wonder flower gimik. Maybe I'm just halucinating.
Watched your past few track prediction videos in the wake of the reveal as the preview for the new title peaked my interest. I have no idea if its a prevelant viewpoint in the MK community but ive long hoped for longer courses and a slight depreciation in the 'item-use soup' that many of the later titles in the series lean towards. I'll play and probably enjoy the game regardless but with the tease of 24 players and seemingly bigger maps it has ignited hype for me personally. Ive not been a huge fan of coin meta coupled with impact drops and having fewer, more impactful item box placements could move towards solving that if the laps themselves leave more room for driving skill and loadout choice to impact the outcome of races. You could certainly implement some sort of dynamic coin spawn system where they populate more behind the player in first, with the outcome being that losing coins in first would be more impactful and harder to clean sweep them all back up before those in the midpack leading to an easier time for those players to out-compete first on coin bonus speed and skill. I could be way off base with all that but would love to hear your opinions. Regardless ive highly enjoyed your cerebral breakdowns and am looking forward to more of your coverage in the future. Peace.
Thanks for the thoughtful comment 🙂 Ultimately, there is a lot they could do to try to make more players work, but every individual change they could make feels unlikely. I am sure they will find a way to balance 24p better than we expect, but whether that is executed well is yet to be seen. Fewer items boxes always sounds good on paper, but it also gives a player less decisions to make in a race as well. I would argue that having more decisions makes it more likely that stronger players win. MK has been debatably more of a strategy game than a pure racer in recent years. It'll be interesting to see what balance they strike next time. 8D might have been too slanted toward item strategy, while 8U was probably way too slanted toward driving tech, I would say.
to fix that they could add a classic mode for single player and online lobbies having only 12 racers and extreme mode for 24 CPU or online racers. my biggest wish is for a huge move on from the current switch UI and system layout on everything.
Great video. And having a new Mario Kart game after 11 years is crazy. Mario Kart Tour and Live Home Circuit are just spinoffs whereas this one is legitimate. And having 24 racers is going to be hectic as well.
Just a small side thought: I think the Mega Mushroom could return since tracks are going to be larger. Are there any new or old items you'd like to see HDRookie?
I am not sure to be honest. It feels like most new items aren't super popular. Megas also add more dodge items to the game and with boos now, there is quite the surplus. I almost want to say an item like the POW could actually be interesting to bring back
8:5210:18 Welcome to SRB2K & RR 9:38 not really, depends on item balance You should stop looking Placement as their literal number and more about the % of the pack. 12th would be like being on 7th place. though RR allows up to 16 players, the 'serious' format is for 8 players (the one used for the campagin and else) I beleive everything depends on how they balance item distribution, if its by placement packs will be larger, if it's by distance, packs will be tighter, I hope they mantain the MK8DX way of handling items.
I am well aware of the fact that 13th would become the new 7th in terms of proportion away from first. What I am challenging is if that is fine for the health of the game. As you said, serious competition is used with less than 16 players on RR. I don't have doubts that 24 players can technically work, but it is a whole different question if it is better, or more satisfying for players. You could debate that every player might be quiet a bit less relevant in the context of each individual race, too.
Some other flaws 24 racers & a scaled up track could bring is the tracks are easy to stay on & it's impossible to fall off. They probably should've just added 16 racers on a track. IDK.
I wonder if coins will be distributed in a way like how Tour did. What I mean is we may get 3 item slots but the third item slot almost exclusively gives coins with more coins being given to people further behind or if they’re lacking in them.
When it comes to competitive format standards, I have a feeling lounge will be 24-players, whereas wars will be 6v6 or 8v8. It'd be similar to MKW, where its lounge does 12-player rooms, but the standard war format is 5v5. Whatever happens, though, I'm super pumped for the new game
It is funny, because I've always found larger war sizes to add a bit more skill and control over a race. In 24p lobbies, it feels like the impact of RNG on a team would be even lower than in MK8D. But is there a limit to how much larger team sizes can be? We will have to answer the question: when will the negatives of adding more people start outweighing the benefits? It seems many people think 12 is too much. Maybe a side mode 12v12 tournament would be fire though, even if not a competitive standard
I expect MK9 (pseudonym) to be more chaotic because it's a bigger game with extended fundamental features of the series such as having 24 players now instead of 12 from previous games of the series.
Things that I am wanting for: 1. New items that balance out RNG better, such as better counter items, and more reasonable item pulls per spot, and better item pull spots (item box placements) per track segment in addition to having better track design suited for items. 2. Switch 2 having better network tech so that things like response time (ping) are not as relevant as they were in MK8D, esp in lounge and such. 3. More variety on character and kart stats (so that more characters/karts can be used in things such as lounge or other comp outside of just online and/or offline in general.). 4. New modes, more things to do outside of just battle mode or worldwide races, incorporate more innovative creativity into modes held on the game. 5. Being aware of known bugs from previous games and trying not to repeat them in the new one whilst also maintaining a seemingly more fun aspect to a game from a objective technological standpoint, such as havin' less things to be critical of within justified reasoning.
Besides that, I am curious to see how 12v12s would do in the comp scene since you're now asking for twice as many players to sign up just to war, and if it'd still be 12 races or more or less given how that formatting would work and affect the scene and people competing, and ofc how it affects tournaments, if it'll affect elimination systems, what will be different to take away from this game's lounge versus it's predecessor, etc. So much to take from just a short teaser to a new addition to the series lol.
You know, I think its really unreasonable to expect this game to top Mario Kart 8 Deluxe in terms of tracks, since there are 96 of them thanks to the DLC, so It really seems that the solution would be to make fewer tracks, but making them way, way longer, maybe as long as Mario Kart 64's Rainbow Road. But you cant just make the track longer and be done, It needs to be entertaining and not boring, so thats why the Wonder Seeds can help, Plus adding a lot of other alternative paths and constantly changing setpieces as well. Thats what I think they will do it, less tracks, but they will be the biggest and dynamic tracks in the series.
Honestly I agree with you. 24 players will outright change the game as we know it, but I’m quite excited to see how it turns out. (Also OMG!! I was mentioned!)
Getting coins in the middle of the pack actually just makes me mad ngl. It’s already chaotic af in the mid pack so I’d rather have something to protect myself. You can collect all the coins you want in 8th but your losing them just as fast cause you are in the eye of the storm Also this is just me, but I hate the way items work in DX. The distance based thing really screws things up sometimes imo. The dude in first it just cruising and then I have to deal with bullet bills and stars behind me while in like 4th place. Now it’s even more complicated with 24 but I’m ready. Also I really hope bagging is gone in the next one
You can't really remove bagging out of Mario Kart. Some people will naturally be behind, and it won't always be their fault when they're facing strong opponents. I do think the distance based system has a lot of positive attributes. It allows players miles behind to get good items even if they aren't in the bottom 4. I would say though that this is more of a problem in imbalanced lobbies. In high level rooms, it is pretty rare that 1st breaks away enough to pull stars on 4th. It almost feels fun when it happens, and in a team match, it can actually prevent deliberate bagging to begin with. I do agree with you that midpack coins likely won't be useful. They'd provide a boost, but if you get hit, which you are likely too, the gain can be canceled out fast.
I actually think the main gimmick is going to be the lap change from Tour just on a big console so it can reach it's full potential. Right at the start we see 2 arrow signs blocking a road, and with how large that road is even for 24 players I suspect the road will actually be split in the middle and we'll get turned around and drive back. For the coin stuff even with a bigger roster I disagree on the coin item, a way better fix is to just make them appear faster like they did to the item boxes. The coin item is so useless since not only are their coins on the track itself, but the blue shell and fake item box do it's purpose way better. Coin should not be an item. Finally I see the removal of retros to be ridiculous. Wii had an increase in player count and they just scaled the tracks up, not a problem. Then with the whole "they could drop it and used the BCP as the final sendoff," why would Nintendo just drop retro tracks, and even more why would they pick mostly returning retros if it was the final goodbye to them? Retro tracks are such a main selling point of modern Mario Kart that removing them is like removing tricking.
When it comes to scaling a track up, you can only do it so many times before it loses its identity or just becomes awkward to play on. Longer tracks are fine, but if you have a longer track that was designed like a shorter track, it just means more straightaways and less moment to moment variations in the track design. I know scaling up is possible and MKWii did it gracefully, but I would generally warn against doing it too much because it can make the actual driving for a solo player boring if done too much. Additionally, I don't know if I agree with the coins thing. Coins are often more useful as items than Fake Item Boxes and I don't know why you would include blue shells unless you think coins exist solely as a nerf. The thing is, they aren't that, and coins are actually the best item to pull at the beginning of a race in first against good players because usually it will allow you to not be passed up. I think coins respawn quickly as is already. If they were to be taken out of the roulette I think the game would just be better off without them because there likely won't be enough for the game to feel fast, since everyone will have very few. But of course, there are some consequences to that decision as well, such as less variation in how people drive.
@HDRookie But if a track is scaled up to fit more players in a single round then they'd make sure it's a good size, and with more people In a round and the track scaled up then it evens it out.
@@Mailpaper06 It doesn't because 12 player races and time trials are still modes. If the tracks become too big and lots of the straightaway are long, it can have a negative impact on the general driving of the game
That'd be fire. I actually have this written down in one of my scripts about MK8DX already. Would he super cool. Maybe you could start with 5 automatically too, and it could be a game like those Mario Party star stealing maps with chain chomps. The coin economy stays steady, but varies based on hits delivered 🤔
I don't think it will. I don't think they're looking at Mario Bros as a game, like they didn't with Mario Kart Stadium. They likely just wanted a Mario/Luigi themed track.
Man the Swtich came out in 2017 and technology has moved on. I am happy to get a Switch with built in mouse with performance on par with the Steam Deck. Which hardware leaks show is the case. That means most of the indie games on Steam can migrate over to the Switch. Think of Great games like FTL on the Switch. Indie games are going to be a huge boon for the Switch 2.
That technology would be cool. It's not what would sell me on the console, but maybe this will be the thing that puts certain game players over the edge on buying a Switch. Especially those who held out on the original.
@ Yeah I agree and balloon battle is the only mode where I see it working really. A custom big map would have to be made for it though to accommodate that many players, I reckon games like Splatoon 4 could have it though on a really big map as the next switch is more powerful so could probably handle bigger lobbies
There was a point in time where many players, including myself, thought Deluxe would be a worse version of MK8 for the Wii U. It got rid of some of the driving strategies that made the game fun for me, but ultimately, it added a lot that I did enjoy now. I guess my point is, it could be better. And even if it's not, it'll still probably be worth our time.
24 characters in a race is already crazy. In first place you now have to worry about 23 other players in theory you can keep getting blasted back. Again you went from 11 opponents to now 23. 24 also allows more options for teams. There's possible new items, ect.
I honestly didnt think about this…..when I saw that the game was introducing 24 players I got soo HYPED but yaa it might be a mess soo im very interested w what they got under their sleeves. Hopefully they do pull it off bc i love the art style direction they went w this game. The wonder effect.
A lot of people seem to think the 24 racers will be some separate mode, but I dont agree. I don't think Nintendo would choose to show off 24 racers in the Switch 2's reveal and relegate it as a fun side mode to the main game. I think its more to say this is Mario Kart now, the Switch 2 can handle literally double the racers of the previous game
Yep, i also thought it was gonna be a mode, kinda like 8-player smash in Smash 4. Though, 24 players might make Mario Kart way more unbalanced, just imagine the amount of items on screen.
Knockout mode
I hope they have separate modes (both in single player and online) for 12 and 24 players, as I would be hugely disappointed if Nintendo removed 24 player gameplay completely
And why not making two online racing mode instead of 1 ?
One with 24 player and one with 12 players.
This could give 2x more content and then it's the new Mario Kart so...
@@PokemonNatureDuDesastre-pw2imthen you divide your player base by 50% and as the game loses population, match making becomes super slow
I'm mainly just excited to experience a new game and meta, I've literally been playing the same game since 5th grade 💀
Happy... graduation maybe?
for context, I got my Wii U in December of 2015, and now I'm in College
So tired of playing the same old wiiu tracks i have played a million times
Same but I got 8 on my 8th birthday 😭
By the time the switch 2 comes out I'll be going to college basically
@@OrangeToadGamer I got mine in 2014, I'm in college too 💀
Saw smth on twitter that the thing that people think is a wonder seed is actually a fast food bag with eyes which is fitting since it's by a fast food joint
It's the eyes that truly tricked everyone 😂
Yes it IS a paper bag with a smiley, it is clear when you advance frame by frame
glad you touched on courses designed with 200cc in mind. that has been a major concern of mine when thinking about a new mariokart game. i feel like these courses being so broken is what makes the mode so fun - its a major diversion from how the courses are typically played, and i hope the mariokart level designers pick up on that.
What you said about the BCP being the "last hurrah" for retro tracks really makes sense now that I've thought about it. After all, MK8D will be playable on Switch 2, so it isn't going anywhere just yet. And since it's been so long since the last original console MK, I think we could get some sort of great reset just like Mario Wonder after the infamous 2D Mario drought. I also have a feeling that MK9 will be a game that's heavily supported post-launch, and likely for many years. Getting a BCP-style DLC pack that brings retro tracks or additional content into the fold would be fantastic, and would also give Nintendo a chance to see how players handle the 24-player meta and how track design can shift from there. I really do think we're seeing a great reset of the Mariokart series, and so there's a lot of uncertainty but also a lot of excitement.
Well said. I don't know if I like the idea of this change. But there's no choice but to just dive in now, and embrace.
What if the version of Mario Bros. Circuit we saw in the trailer is a special version of the track made for a 24 player mode, and instead of changing layout each lap, the other route at the start of the track is the regular 12 player version?
Almost would be like Wuhu Loop and Maka Wuhu, if Maka Wuhu was some final boss of a track
@@HDRookiecould also be that all races can be played as a 12 player track, but they gain more laps at 24players (like section tracks become 2 laps and 3 laps become 5
Finally someone else thinks that Nintendo is doing something more than just sections
Nintendo, please make the roster good from the start. No clones and left out fan favorites, just original fun characters.
All the babies are shown in the trailer...sooo yeah. My best are the entire MK8D roster minus inkling, link, villager, and Isabelle. Plus I wanna say...Nabbit, King Bob-Omb, Hammer Bro (plus alts for Ice, Fire, and Boomerang), and Monty Mole all from Tour. Then maybe add Ninji, and some new characters that few would expect like E.gadd or Pianta
@@shadedalion5478as long as funky kong gets in, im happy.
Thank you for being the only UA-camr with some unique things to think about. Killer as always, and we should do another chat...
Would be really fun!! I always want to do more podcasts, but getting the timing just always feels so difficult.
I will say, being a competitive MK specialist definitely helps when it comes to thinking outside the box when it comes to Mario Kart topics. The general Nintendo people will always have the bigger crowds, but we've gotta hope we can appeal to those who want to dive just a little bit deeper.
If Nintendo really felt like hating their fans, they could include GCN Baby Park as a retro track for this game. And the mere thought of GCN Baby Park in a 24-player Mario Kart is enough to keep me up at night.
Feels like it will probably happen for the easy memes
I wouldn’t mind if they brought just SOME retro tracks back but only like 8, one from each game and have like 48 new tracks that way it would feel fresh and overtime they could do dlc like before
I think their still going to do the mushroom-lightning cup format plus some new cups, if there was only 8 retros, that be super disappointing and a huge turnoff, 20 retros seems liable
I'm just going to be extremely curious to see what a potential 24 player Mario Kart will be like. And definitely would be interested to see what competitive play would be like
Any guesses on how many points 1st place will receive in GP mode now? Perhaps 30?
@@HDRookie I think it will be 30. Makes sense since it's double of 15 and 24 is double of 12.
My guess is double all the points and set the current ones in the place they would go in.
Probably 25
My eyes were glued to the screen when you got a bullet bill and lightning and then another bullet bill on Waluigi Pinball. What luck!
Sometimes plot armor is indeed the best strategy 👍
Part of me wishes the 24 racers is a side mode because of the many things you have said in this video, unless Nintendo was planning this years ago and put in a lot of thought into balancing it somehow, no matter how difficult it is.
As far as content goes, I'm fine with no retro courses at launch if that were to be the case. I couldn't explain to you how, but it would make potentially seeing some of my old favorites as DLC actually feel special.
I loved the past decade plus of Mario Kart 8, but I'm finally so ready for the next Mario Kart.
Hey, I made that tweet and apparently it's a glowing fast food bag that might be a special item on this specific track. Wonder Effects isn't ruled out yet.
Competitive 12v12 in Lounge incoming 😂😂
Competitive might be a strong word there.
@HDRookie Ikr lol. Did we just get Top11?? 🤠
Would it also be possible that battle mode would also be increased to a 24 player cap? I feel like that would almost be an even bigger shakeup than racing with a mode like shine thief or a knockout balloon battle
It feels probable if anything. And to be honest, there would be less downsides to this in battle mode I would say. May be all benefits.
24 player online lobby on GCN Baby Park with an item set even remotely similar to that of Double Dash or Wii gonna be absolute hell😭💀
I know that probably won’t happen but hear me out here… absolutely crazy.
10:30 well this argument just makes no sense. In 8 Deluxe you could have anywhere between 2 players online and a full room. They won't force you to have 24 players, I'm 100% sure they'll of course allow just 2 like in 8 Deluxe.
If players want to organize large matches, that's on them to figure out. But Nintendo isn't forcing it - I believe you also say this a few minutes after that point
Personally I think they will soft reboot Mariokart and Smash. They gotta innovate in a new way, because they can't just make the game have more tracks each time, it would take too long to make new games. 24 Players is a really good way to do that.
Well, of course they won't force it. But the main issue is,the game might be designed with 24 players in mind, and if so, lesser sized formats might feel undercooked, in a sense. As long as one way to play works well enough, it should be no problem I imagine. But there will be a sense of nervousness until we actually verify that they pull this new item system off, I believe.
@@HDRookie hm. True that makes sense
I think what makes this even more interesting to think about is how big will the roster be cause Nintendo isn’t gonna release the game with only 24 characters cause people have had complaints with how the sports game were handled so the question is how many characters will there be at launch my guess is at least 48-56 characters
Also talking about how the tracks in this game could accommodate to 200cc the funny thing is that it was shown in the BCP that the tracks were wide enough to actually be playable on 200cc, i definitely think the gimmick is that potentially each lap changes the route you go on and the BCP was a testing ground on that idea
I think it would be a mistake to not bring back all the characters in 8 deluxe + alot of the ones from tour.
@@barcster2003well everyone but Metal Mario, Pink Gold Peach, Tanooki Mario & Cat Peach since Nintendo has to know how controversial the choices were over fan favorites especially when MK8 first launched and yeah obviously the remaining Tour characters since they were shortlisted in 8DX it gives them the bigger chance to return in MKXR
@@brandonkong4299 I'd say those alternates can be costumes.
The Mario baseball games always had huge sisters because if the nature of the game. Hopefully we can see that translate over here.
a kto to przyszedł? pan maruda, niszczyciel dobrej zabawy, pogromca uśmiechów dzieci
My main concern is how will the addition of 24 players affect retro tracks. Really hope they dont make retros feel overscaled
Im hoping for the 48 track formula. Maybe only 4 of the 12 cups could have retros. But they'd be longer ones and hopefully ones that haven't been remade/remade in a while like GCN Bowser Castle, Rainbow Road,Wario Coliseum. GBA Bowser castle 4 (Tour version), GCN Mushroom City, and Toads Factory. Scaling up and Remastering could lead to some fun ideas with the new Gliding, Water, and Antigravity!
If they dont have thise gimmicks its only limiting their creative possibilities tbh
Actually, it's not. Some guy took a closer slowed down look and it seems to be a fast food drivethrough bag. So perhaps one of the gimmick could be just that : instead of having character specific item, have race specific item
Yeah, I think I agree. But the point still remains - I think the impact of more players will still change more than any other new gimmick might be able to bring, TBH.
@HDRookie oh I absolutely agree. I worked on a MK game concept on reddit a long time ago, and of all the things I thought of for a new gimmick, never had I imagine that they would increase the player count (at least, not that much).
But now, considering what feels to me like a faster paced gameplay, I wonder if the possibility of a 6 player splitscreen is possible... would be pretty useful
@cutecharacterpower I always thought the next jump would be 16, and that would be pushing things a bit still. So uh... let's see how it works out I guess.
Here's a question: Will there be vehicle customization when there is a snowmobile?
I think it is likely, but who knows
so am I the only one that thinks "Mario Kart Wonder" is a possible good name for it?
Wouldn't be bad but I doubt they go that direction. Feels almost too samey to their main series, and they like MK games to be distinct
24 racers is easily my favorite gimmick. Especially in the modern day where they won't just have only 24.
I think there's a chance we'll get at least all the Mario Universe characters that have been playable before. Potentially even all the Nintendo crossovers as well.
Also the necessary size of the tracks should make the retros VERY interesting.
As for Mario Bros. Circuit it looks to me like they're on lap 2 mainly because they clearly don't start at the starting line, but also because there's clearly 2 paths with one being blocked off. I think this will be the same style of track as the City Tour tracks.
One benefit for sure is that the character roster will be required to be larger, you'd imagine. That said, they can probably get away with 42-48 or so again. Hopefully it's more though!
Honestly I kinda want them to make Mario circuit retro feeling or something else, I’m tired of road grassland Mario circuits, like we got billions of those already
So as bowsers castle
I’m tired of the lava castle aesthetic
8:40 my god that was hard to watch
It's a cruel world out there.
16:36 :(
Best ending ever
The Sonic fangame, Dr. Robotnik's Ring Racers, have it so that if one person gets an item box, it temporarily becomes a ring box which you can get rings from. Rings in that game act like coins.
I don't think Nintendo will borrow from a random Sonic fangame, but it's a good system imo
Sounds interesting
just imagine hopping on Mario kart 9 and getting 24th place, feeling even more destroyed than how you felt getting 12th 💀
I think my biggest questions based off the trailer are track and cc related. Mario Bros Circuit looks really large, which tracks for 24 players and probably means it's scaled better for 200cc, but how is 150cc going to work.
Is it going to feel slow? How do you balance 150cc without making them feel slow? Will tracks be too big for 150cc? I like having 150cc and 200cc so having 150cc feel too slow would suck. What about 50cc when you first start if the tracks are so big? Nobody plays older plays 50cc or 100cc but it's something to think about.
How about retros. Will they exist? Will they be scaled up? Will they be the same size with 24 players and 200cc. Could they have different versions of each track each scaled a bit differently for 24 vs 12 players. They have had 12 years. Will 12 players even be an option? What about retro choices? Since MK8D had the DLC from 8, it started with 48. I don't expect 96 but can you start with 32 when the standard was 48 for MK8D. On top of that, they brought back previous retros. MK7's Wii retros shouldn't come back again but we've now opened up bringing back retros that have been brought back before, and at this point, you could argue anything not in 8D hasn't been remade now for over a decade. Some tracks still haven't been remade once (N64 Wario Stadium and I think it's 4 Double Dash courses). I like DK Mountain but I'd like to see the 4 not remade yet. And the DLC brought back so many Wii tracks, there's only 5 left I think if you don't want any DLC tracks back so soon, and 2 of them are basic circuits. And that's even before getting into items, which I didn't even think about until watching this video.
There are A LOT of questions on how this will work, what could change, and what options they could give us. Then not only balancing items but track sizes to be fun on both 150cc and 200cc without feeling too big for 150cc with 12 players (if that's an option or online you're in a small room) or too small for 200cc with 24 players (don't want it being TOO chaotic). I would prefer 200cc feeling fast than 150cc feeling slow, probably. I can't wait to get more detail, but we'll probably have to wait until April
I am very nervous about a lot of these things. I hope it remains as is now. 150cc feels right- decisions feel calculated and methodical, but it's still fast paced enough. I like 200cc just feeling ridiculous, as opposed to standard, really.
I doubt 12p will be unavailable though. You can't force rooms to be full. We can play 2 players right now if we want. Enforcing bots would be an insanely bad decision that I don't expect them to make, personally.
I think Nintendo knows they need to have as much content as possible for mk9, so I wouldn't be suprised if there's different gamemodes, for both 12 and 24 players.
14:10 holy shit i didn’t even think of that - that’s genius
With 24 players LANs are going to be more packed. Everyone will be squished together 💀 I shudder at the thought of what that one LAN in Vegas will look like. I wouldn't mind playing on the floor if it means I get a whole screen for myself, I would loathe to have only a portrait side of a screen.
That is the one thing that can't be compromised on I think, lol. 24 player setups would be absolutely insane though. Total logistical nightmare. But hey, 12 was supposed to be too.
I think it could work but you'd need tv screens on both sides.
Feel like a Monkey's Paw situation. Fans wished for something big or gimmicky from the start, and then there are all these gameplay-balancing nightmares like items and track effects that have to be dealt with. It is something that can immediately backfire between expectations and reality. Suppose the 24-player is an optional setting, tracks are designed in mind to compensate the changes, which means they would be wider, straighter or simpler. That also throws a wrench of bring back fans favourite retro courses, or making them play really weirdly.
More is not always better, yet there's a demand for that and more innovative in order to top the previous one. The characters count get doubled, which requires developers to spend more time on models, animations, stats, icons, etc. The same goes for courses given the booster pass. Either it is unsatisfying for fans not getting something they wanted, or it is the reason why it took 11 years for a new game.
Just gotta wish for the best. I would definitely say that fans don't always know what is best for themselves. They're called fanatics for a reason lol
I am a very casual player of Mario Kart, but this idea if balancing items still occurred to me with 24 racers. I was also wondering if the 24 racer concept works for retro courses.
It is hard to say for sure. For all we know, the first track might be an outlier or even a test track... or maybe both smaller and larger tracks might work. Guess we will find out!
my biggest issue with the antigravity is just that sometimes i feel like they didn’t do… enough with it in the retro courses. like imo the Shy Guy Falls’ waterfalls are the most creative implementation of it so far. don’t get me wrong, a lot of them do use it, but some tracks that were kinda meh in 8 had the opportunity to be absolutely insane. baby park? have each of the straightaways be a 180° barrel roll so half the track is upside down and half is right side up. or fold the entire course inward so its just one long vertically standing straightaway. instead they tilted it 25° so they had an excuse to add the anti-grav, which is better than not having it, but why not take full advantage? and on that note, why not make Waluigi Pinball antigrav after the first jump, as it’s largely at a similar angle? the pinball theme is a perfect fit for those anti gravity bumper booster things too, and would definitely add to the fast paced nature of the course. in dk jungle, why’d they just angle the track slightly, when they could’ve extended it by having you drive up onto the wall, perform the same U turn, and pop back down? or with koopa cape, they had the easy opportunity to close that tunnel back up from Tour and make it so you could drive on any surface of the whole thing. even neo bowser city could’ve been genuinely fun if they’d just added some verticality to it, and they had the perfect excuse. not every track has to be absolutely insane, but there’s some baffling choices in here for me lol and i hope they fix this up in 9
It's hard to say. It was definitely undercooked, but many of these retro tracks were designed from Tour and ported, or simply worked already. Would definitely love to see new ideas like with Wild Woods or Big Blue to balance it all out.
maybe they’ll add a new item that steals coins like a boo. You could only get in a lower placement, and only if you had few coins. Or maybe just an item that is more than one coin. I always forget this isn’t already an item
Keep in mind, this wouldn't change the coin economy itself. It's a net zero transaction, if you have to steal them from someone else. I think there is a such thing as too many racers for coins to work. Maybe your idea could disproportionately target 1st place if they add more coins to the track though.
It’s not going to be something about wonder flower because the yellow thing is a bag with a smile on it
The wide road on the new track almost looks like it will loop back on itself. The tracks could be wider in this game for the extra players, but the track width at the starting line looks similar to previous games.
The "wonder seed" kind of looks like a fast food bag shape when you zoom in a ton. That kind of makes sense, since it is underneath a dinner. I have no idea what that would mean, but I pesonally don't think it is going to be a wonder flower gimik. Maybe I'm just halucinating.
Many have pointed to this idea as well. It's likely not a wonder flower, but it's definitely not nothing I'd say.
It's hard to tell but yes the other theory is it's a fast food bag.
It defintely does something. What that something is we have no idea.
Watched your past few track prediction videos in the wake of the reveal as the preview for the new title peaked my interest. I have no idea if its a prevelant viewpoint in the MK community but ive long hoped for longer courses and a slight depreciation in the 'item-use soup' that many of the later titles in the series lean towards. I'll play and probably enjoy the game regardless but with the tease of 24 players and seemingly bigger maps it has ignited hype for me personally. Ive not been a huge fan of coin meta coupled with impact drops and having fewer, more impactful item box placements could move towards solving that if the laps themselves leave more room for driving skill and loadout choice to impact the outcome of races. You could certainly implement some sort of dynamic coin spawn system where they populate more behind the player in first, with the outcome being that losing coins in first would be more impactful and harder to clean sweep them all back up before those in the midpack leading to an easier time for those players to out-compete first on coin bonus speed and skill.
I could be way off base with all that but would love to hear your opinions. Regardless ive highly enjoyed your cerebral breakdowns and am looking forward to more of your coverage in the future. Peace.
Thanks for the thoughtful comment 🙂
Ultimately, there is a lot they could do to try to make more players work, but every individual change they could make feels unlikely. I am sure they will find a way to balance 24p better than we expect, but whether that is executed well is yet to be seen. Fewer items boxes always sounds good on paper, but it also gives a player less decisions to make in a race as well. I would argue that having more decisions makes it more likely that stronger players win. MK has been debatably more of a strategy game than a pure racer in recent years. It'll be interesting to see what balance they strike next time. 8D might have been too slanted toward item strategy, while 8U was probably way too slanted toward driving tech, I would say.
They shadow dropped the switch 2 along with mario kart casually on the screen lol
to fix that they could add a classic mode for single player and online lobbies having only 12 racers and extreme mode for 24 CPU or online racers. my biggest wish is for a huge move on from the current switch UI and system layout on everything.
Great video. And having a new Mario Kart game after 11 years is crazy. Mario Kart Tour and Live Home Circuit are just spinoffs whereas this one is legitimate. And having 24 racers is going to be hectic as well.
Just a small side thought: I think the Mega Mushroom could return since tracks are going to be larger. Are there any new or old items you'd like to see HDRookie?
I am not sure to be honest. It feels like most new items aren't super popular. Megas also add more dodge items to the game and with boos now, there is quite the surplus. I almost want to say an item like the POW could actually be interesting to bring back
They should bring back the 2 drivers from double dash for the battle mode for switching between items, also make it an option in the VS race menu.
Waco lowkey cooked with that theory.
8:52 10:18 Welcome to SRB2K & RR
9:38 not really, depends on item balance
You should stop looking Placement as their literal number and more about the % of the pack. 12th would be like being on 7th place.
though RR allows up to 16 players, the 'serious' format is for 8 players (the one used for the campagin and else)
I beleive everything depends on how they balance item distribution, if its by placement packs will be larger, if it's by distance, packs will be tighter, I hope they mantain the MK8DX way of handling items.
I am well aware of the fact that 13th would become the new 7th in terms of proportion away from first. What I am challenging is if that is fine for the health of the game. As you said, serious competition is used with less than 16 players on RR. I don't have doubts that 24 players can technically work, but it is a whole different question if it is better, or more satisfying for players. You could debate that every player might be quiet a bit less relevant in the context of each individual race, too.
Some other flaws 24 racers & a scaled up track could bring is the tracks are easy to stay on & it's impossible to fall off. They probably should've just added 16 racers on a track. IDK.
Nintendo probably has made this work though because they've been working on this game for a decade.
@@breakawaytakeawaymakeaways5660 I think it'll likely be fine. Time will tell if it's actually better.
I wonder if coins will be distributed in a way like how Tour did. What I mean is we may get 3 item slots but the third item slot almost exclusively gives coins with more coins being given to people further behind or if they’re lacking in them.
It is possible. 72 items being obtainable every set though... I am not sure if this is feasible, even if many end up being coins lol.
When it comes to competitive format standards, I have a feeling lounge will be 24-players, whereas wars will be 6v6 or 8v8. It'd be similar to MKW, where its lounge does 12-player rooms, but the standard war format is 5v5.
Whatever happens, though, I'm super pumped for the new game
It is funny, because I've always found larger war sizes to add a bit more skill and control over a race. In 24p lobbies, it feels like the impact of RNG on a team would be even lower than in MK8D. But is there a limit to how much larger team sizes can be? We will have to answer the question: when will the negatives of adding more people start outweighing the benefits? It seems many people think 12 is too much. Maybe a side mode 12v12 tournament would be fire though, even if not a competitive standard
I expect MK9 (pseudonym) to be more chaotic because it's a bigger game with extended fundamental features of the series such as having 24 players now instead of 12 from previous games of the series.
Things that I am wanting for:
1. New items that balance out RNG better, such as better counter items, and more reasonable item pulls per spot, and better item pull spots (item box placements) per track segment in addition to having better track design suited for items.
2. Switch 2 having better network tech so that things like response time (ping) are not as relevant as they were in MK8D, esp in lounge and such.
3. More variety on character and kart stats (so that more characters/karts can be used in things such as lounge or other comp outside of just online and/or offline in general.).
4. New modes, more things to do outside of just battle mode or worldwide races, incorporate more innovative creativity into modes held on the game.
5. Being aware of known bugs from previous games and trying not to repeat them in the new one whilst also maintaining a seemingly more fun aspect to a game from a objective technological standpoint, such as havin' less things to be critical of within justified reasoning.
Besides that, I am curious to see how 12v12s would do in the comp scene since you're now asking for twice as many players to sign up just to war, and if it'd still be 12 races or more or less given how that formatting would work and affect the scene and people competing, and ofc how it affects tournaments, if it'll affect elimination systems, what will be different to take away from this game's lounge versus it's predecessor, etc.
So much to take from just a short teaser to a new addition to the series lol.
Changing a single number in a game's code can change a ton for sure, haha.
You know, I think its really unreasonable to expect this game to top Mario Kart 8 Deluxe in terms of tracks, since there are 96 of them thanks to the DLC, so It really seems that the solution would be to make fewer tracks, but making them way, way longer, maybe as long as Mario Kart 64's Rainbow Road. But you cant just make the track longer and be done, It needs to be entertaining and not boring, so thats why the Wonder Seeds can help, Plus adding a lot of other alternative paths and constantly changing setpieces as well.
Thats what I think they will do it, less tracks, but they will be the biggest and dynamic tracks in the series.
There are probably not gonna be any retro tracks in this game because there are 24 racers.
I would still be surprised if there weren't any, but I am prepared for this to be a possibility for sure
Honestly I agree with you. 24 players will outright change the game as we know it, but I’m quite excited to see how it turns out.
(Also OMG!! I was mentioned!)
Getting coins in the middle of the pack actually just makes me mad ngl. It’s already chaotic af in the mid pack so I’d rather have something to protect myself. You can collect all the coins you want in 8th but your losing them just as fast cause you are in the eye of the storm
Also this is just me, but I hate the way items work in DX. The distance based thing really screws things up sometimes imo. The dude in first it just cruising and then I have to deal with bullet bills and stars behind me while in like 4th place. Now it’s even more complicated with 24 but I’m ready.
Also I really hope bagging is gone in the next one
You can't really remove bagging out of Mario Kart. Some people will naturally be behind, and it won't always be their fault when they're facing strong opponents.
I do think the distance based system has a lot of positive attributes. It allows players miles behind to get good items even if they aren't in the bottom 4. I would say though that this is more of a problem in imbalanced lobbies. In high level rooms, it is pretty rare that 1st breaks away enough to pull stars on 4th. It almost feels fun when it happens, and in a team match, it can actually prevent deliberate bagging to begin with.
I do agree with you that midpack coins likely won't be useful. They'd provide a boost, but if you get hit, which you are likely too, the gain can be canceled out fast.
oh my god i haven’t seen your name since like 2015
i'm still here!
Im concerned about the retro tracks. Do you think they would scrap the whole lot if we are dealing with 24 racers
I can't say for certain. I hope they find a way to make it work though!
I hope we can purchase Kart Parts with the Coins
That would be awesome, TBH. Choosing kart parts instead of them being random
I actually think the main gimmick is going to be the lap change from Tour just on a big console so it can reach it's full potential. Right at the start we see 2 arrow signs blocking a road, and with how large that road is even for 24 players I suspect the road will actually be split in the middle and we'll get turned around and drive back.
For the coin stuff even with a bigger roster I disagree on the coin item, a way better fix is to just make them appear faster like they did to the item boxes. The coin item is so useless since not only are their coins on the track itself, but the blue shell and fake item box do it's purpose way better. Coin should not be an item.
Finally I see the removal of retros to be ridiculous. Wii had an increase in player count and they just scaled the tracks up, not a problem. Then with the whole "they could drop it and used the BCP as the final sendoff," why would Nintendo just drop retro tracks, and even more why would they pick mostly returning retros if it was the final goodbye to them? Retro tracks are such a main selling point of modern Mario Kart that removing them is like removing tricking.
When it comes to scaling a track up, you can only do it so many times before it loses its identity or just becomes awkward to play on. Longer tracks are fine, but if you have a longer track that was designed like a shorter track, it just means more straightaways and less moment to moment variations in the track design. I know scaling up is possible and MKWii did it gracefully, but I would generally warn against doing it too much because it can make the actual driving for a solo player boring if done too much.
Additionally, I don't know if I agree with the coins thing. Coins are often more useful as items than Fake Item Boxes and I don't know why you would include blue shells unless you think coins exist solely as a nerf. The thing is, they aren't that, and coins are actually the best item to pull at the beginning of a race in first against good players because usually it will allow you to not be passed up. I think coins respawn quickly as is already. If they were to be taken out of the roulette I think the game would just be better off without them because there likely won't be enough for the game to feel fast, since everyone will have very few. But of course, there are some consequences to that decision as well, such as less variation in how people drive.
@HDRookie But if a track is scaled up to fit more players in a single round then they'd make sure it's a good size, and with more people In a round and the track scaled up then it evens it out.
@@Mailpaper06 It doesn't because 12 player races and time trials are still modes. If the tracks become too big and lots of the straightaway are long, it can have a negative impact on the general driving of the game
@@HDRookie Wait where has it been said that 12 player races will still be a thing
24 players might just be an option and you can choose from 8, 12, and 24
also to help combate item balance, do you think we might see item spy make a comeback?
imagine if coins are rewards ffrom diffrent things like hitting a player or tricking and drifting
That'd be fire. I actually have this written down in one of my scripts about MK8DX already. Would he super cool. Maybe you could start with 5 automatically too, and it could be a game like those Mario Party star stealing maps with chain chomps. The coin economy stays steady, but varies based on hits delivered 🤔
Meintest du in derMiniaturansicht: Eine neue Zeit für Nintendo Konsolen.
Eine Epoche dauert normalerweise mehrere hunderte Millionen Jahre.
New era for Mario Kart specifically
"mario bros circuit" seems to imply that other game series will have tracks like "splatoon 3 circuit" or something
I don't think it will. I don't think they're looking at Mario Bros as a game, like they didn't with Mario Kart Stadium. They likely just wanted a Mario/Luigi themed track.
Oh God, I don’t want a Nintendo kart pls no
Man the Swtich came out in 2017 and technology has moved on. I am happy to get a Switch with built in mouse with performance on par with the Steam Deck. Which hardware leaks show is the case. That means most of the indie games on Steam can migrate over to the Switch. Think of Great games like FTL on the Switch. Indie games are going to be a huge boon for the Switch 2.
That technology would be cool. It's not what would sell me on the console, but maybe this will be the thing that puts certain game players over the edge on buying a Switch. Especially those who held out on the original.
I really don't think 24 racers will be a positive change for competitive. Will be happy if i'm proven wrong though
Soon Mario Kart will have 100 racers
Don't know if I can handle MK Battle Royale. Unless it's in battle mode.
@ Yeah I agree and balloon battle is the only mode where I see it working really. A custom big map would have to be made for it though to accommodate that many players, I reckon games like Splatoon 4 could have it though on a really big map as the next switch is more powerful so could probably handle bigger lobbies
Great video !
I'm nervous because how is this gonna be batter than mk8dx?
There was a point in time where many players, including myself, thought Deluxe would be a worse version of MK8 for the Wii U. It got rid of some of the driving strategies that made the game fun for me, but ultimately, it added a lot that I did enjoy now. I guess my point is, it could be better. And even if it's not, it'll still probably be worth our time.
24 characters in a race is already crazy. In first place you now have to worry about 23 other players in theory you can keep getting blasted back.
Again you went from 11 opponents to now 23.
24 also allows more options for teams.
There's possible new items, ect.
The one person that doesn't say Mario Kart 9?🤣😂 I tell people that they already have their Mario Kart 9 called Mario Kart Tour.
Well, I've been referring to all the UA-camrs making videos about "MK9"
I honestly didnt think about this…..when I saw that the game was introducing 24 players I got soo HYPED but yaa it might be a mess soo im very interested w what they got under their sleeves. Hopefully they do pull it off bc i love the art style direction they went w this game. The wonder effect.